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struct Uniforms {
float4x4 model;
float4x4 view_proj;
float4x4 normal_mat;
};
cbuffer uniforms_CB : register(b0, space0) {
Uniforms uniforms;
};
struct VertexInput {
float3 position : TEXCOORD0;
float3 normal : TEXCOORD1;
float2 uv : TEXCOORD2;
};
struct VertexOutput {
float4 position : SV_Position;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
};
VertexOutput transform(VertexInput input) {
VertexOutput __luma_output;
float3 pos = input.position;
float4 world_pos = mul(uniforms.model, float4(pos, 1.0));
float4 clip_pos = mul(uniforms.view_proj, world_pos);
__luma_output.position = clip_pos;
__luma_output.uv = input.uv;
__luma_output.normal = normalize(mul(uniforms.normal_mat, float4(input.normal, 0.0)).xyz);
return __luma_output;
}